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Hmm I hope it's not too easy because I didn't find 1.0 ish horizon particularly hard, it's more just a change in the style of what you're doing, it turns it into more resource management where you try to avoid getting shot or spending bullets unhelpfully and I liked that.
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# ? Dec 9, 2017 02:57 |
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# ? May 12, 2024 12:04 |
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It's not too easy. But it's not this unapproachable wall. It reminds me a lot of the difficulty curve of Fallout 2. EDIT: For those concerned about carryweight, the "Strict Carryweight" option in the mod installer does the following: quote:This addon makes carry weight stricter. So, yeah, if you want that extra punishment, it's there for you. Catalyst-proof fucked around with this message at 03:36 on Dec 9, 2017 |
# ? Dec 9, 2017 03:05 |
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There are also plenty of ways to customize the difficulty. Not taking perks like Hunter or Technologist will substantially slow your progress in their associated fields, putting more strain on your other income sources. And of course there are always good ol' challenge runs. Pick any of a dozen mechanics to ignore (settlements, doctors, vendors, looting, scrapping, crafting, stealing, sneaking, cooking) and you'll be pissing blood all the way to level 15. source: my piss is currently 97% blood and 3% radiation
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# ? Dec 9, 2017 03:40 |
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I'm thinking of getting back into the game because ofthis Architect mod, but I have a couple questions. Do Horizon and the Loot Overhaul play nice together? Are there any weapon mods that add in any sort of non-OP additional weapons for more variety that don't break the game, unlike Modern Firearms? Is the mod list in the OP of the thread in any way updated?
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# ? Dec 9, 2017 04:05 |
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B.B. Rodriguez posted:Do Horizon and the Loot Overhaul play nice together? No, but Horizon massively overhauls loot anyway so you shouldn't need it. B.B. Rodriguez posted:Are there any weapon mods that add in any sort of non-OP additional weapons for more variety that don't break the game, unlike Modern Firearms? If you're gonna be using Horizon any weapon that hasn't been specifically patched for it is going to be OP. Luckily there are a few of those patches, including the Official Weapon Pack and a patch for Unique Uniques. There are a couple more scattered ones, check Horizon's front page under "Requirement->Mods requiring this file" and/or search the Nexus.
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# ? Dec 9, 2017 04:27 |
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Thanks. Are things like the Raider Overhaul and Alt Start mods still en vogue, or does Horizon cover just about everything?
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# ? Dec 9, 2017 04:29 |
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The Horizon page recommends not to use Raider Overhaul because the new raiders will be excessively bullet-spongey for Horizon combat.
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# ? Dec 9, 2017 04:35 |
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I use Another Life and Horizon with no issues, but I've only tested it with Vault Dweller (in order to skip the intro). Other starts change faction affinity in different ways, but I don't know if any of that interacts with Horizon.
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# ? Dec 9, 2017 04:48 |
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https://i.imgur.com/1WyYyMd.jpg
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# ? Dec 9, 2017 06:07 |
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Some recent shots of mine. Kellogg Distress Call Knock-back Stormclouds on a Sunny Day
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# ? Dec 9, 2017 07:12 |
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Are there any mods that get rid of settlements? Maybe with a shared inventory for crafting stations across the wasteland?
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# ? Dec 9, 2017 11:04 |
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B.B. Rodriguez posted:Thanks. One of the few things Horizon doesn't have is alt start functionality. I us Start Me Up with success. I have had some trouble getting back into the vault after starting outside, but I dunno if that's Horizon or something else. Just don't pick traits! That causes a CTD. Also starting at higher levels doesn't work properly; it seems to give the experience rather than set your level directly, so telling it start you at 10 will actully only get you most of the way to 5 because of the experience changes. The starting weapons can be a bit wonky, too. Oh and I wouldn't recommend a non-Vault start for your first try. There are a bunch of starting items in Vault 111 and the Sanctuary root cellar that you really want to make the beginning less painful.
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# ? Dec 9, 2017 11:07 |
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Struensee posted:Are there any mods that get rid of settlements? Maybe with a shared inventory for crafting stations across the wasteland? I dunno about getting rid of them in any permanent capacity but Global Workshop lets you move automatically all your junk around from workshop to workshop.
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# ? Dec 9, 2017 11:09 |
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Terrorforge posted:Just don't pick traits! Aaaaaaaaaaaaaaaaaaaaand that would be a good reason why I can't make it past the character creation.
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# ? Dec 9, 2017 17:58 |
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I want to start a new game with the new horizon and sim settlements stuff but bethesda patching the drat thing and breaking everything is offputting.
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# ? Dec 9, 2017 19:08 |
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If anyone is having trouble getting their mod load out set up, feel free to email me at horsemansyospos at gmail and I’ll be happy to help you out as much as I can. I’ve been modding bethsoft games since Morrowind and have a pretty solid grasp on things.
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# ? Dec 9, 2017 19:11 |
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Is there a mod that handles permanent companion death in a sane way? e.g. doesn't break the story, and they're either severely buffed for balance or level along with you?
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# ? Dec 9, 2017 20:37 |
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Sim Settlement looks neat, but I want the best mod (or combination of mods) for building more/better settlement poo poo myself. Which one(s) should I use?
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# ? Dec 9, 2017 21:14 |
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Place Everywhere. https://www.nexusmods.com/fallout4/mods/9424/ I also use Old World Containers and Decorations for more junk https://www.nexusmods.com/fallout4/mods/24739/
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# ? Dec 9, 2017 23:27 |
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sean10mm posted:Sim Settlement looks neat, but I want the best mod (or combination of mods) for building more/better settlement poo poo myself. Which one(s) should I use? These are the ones I swear by. - Scrap Everything - Build High: Expanded Settlements (not just for building upwards, but for increasing settlement perimeters) - Brighter Settlement Lights - Longer Power Lines - Move That Workbench - Quieter Settlements - Dialogue Settlers Fix - Settlement Keywords Expanded - Stackable Concrete Foundations - Workshop Rearranged (adds countless stairs, ramps, half walls, half floors, and all kinds of concrete blocks, as well as countless other things, while still being "lore-friendly" and not overwhelming. I can't recommend this one enough; once you realize the flexibility it enables you'll never uninstall it.) Also keep in mind that Sim Settlements can fit nicely alongside your own creations: build a bad-rear end castle for yourself and put the small residential settlements outside of it. If you want to start getting a little crazy, or build insane poo poo, then you can add these to taste. I don't have anything bad to say about these, but I use them sparingly. - Auto Doors - Craftable Institute Elevators (includes elevators that can go up six stories) - Do It Yourshelf - Vault Tec Workshop Overhaul - Nuka-Cola and Vim Display Racks A lot of people swear by Homemaker, but I found a lot of its pieces have snapping issues. It gives you a ton of new set pieces to work with, which can turn out very nicely, or ... Catalyst-proof fucked around with this message at 00:16 on Dec 10, 2017 |
# ? Dec 10, 2017 00:07 |
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How well do settlement object mods (like Homemaker) work with the new Horizon?
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# ? Dec 10, 2017 01:33 |
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The Lone Badger posted:How well do settlement object mods (like Homemaker) work with the new Horizon? Homemaker specifically has a Horizon patch so its beds, crafting stations etc. use the correct perks and materials. Other, non-patched settlement mods shouldn't break anything, but their costs and requirements might be out of line.
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# ? Dec 10, 2017 01:36 |
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Terrorforge posted:Homemaker specifically has a Horizon patch so its beds, crafting stations etc. use the correct perks and materials. Other, non-patched settlement mods shouldn't break anything, but their costs and requirements might be out of line. I haven't been able to find the patch.
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# ? Dec 10, 2017 01:58 |
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OwlFancier posted:I want to start a new game with the new horizon and sim settlements stuff but bethesda patching the drat thing and breaking everything is offputting. Alternatively: Make a copy of FO4's install folder. Uninstall the game via steam. Then in the copy of the game folder you made next to the game's executable, create a text file called "steam_appid.txt", containing the number "377160". Either way should make it so you don't have to worry about patches breaking your mod setup.
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# ? Dec 10, 2017 02:03 |
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I've never actually used F4SE because I don't think I've ever used any mods that require it. I'll stick an executable shortcut somewhere and move it out of favorites. The Lone Badger posted:I haven't been able to find the patch. I believe it's an option when you install horizon via a mod manager.
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# ? Dec 10, 2017 02:05 |
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Raygereio posted:Have steam set to not auto-update the game You can't do that anymore, Valve removed the option. These are the only options you can choose now. If you haven't already chosen at least the second option, it's too late. You MIGHT be able to get around that with FO4 specifically by launching with F4SE though because that technically doesn't count as launching the game via Steam (even though you still need Steam running to launch it). edit: vvv Yeah I figured that might work CJacobs fucked around with this message at 02:09 on Dec 10, 2017 |
# ? Dec 10, 2017 02:06 |
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Make it only update when you launch the game, and launch the game via script extender
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# ? Dec 10, 2017 02:08 |
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Do the settlement build area expanders also break the precombination thing that kills your framerate or is that just scrap everything?
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# ? Dec 10, 2017 16:45 |
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OwlFancier posted:Do the settlement build area expanders also break the precombination thing that kills your framerate or is that just scrap everything? It depends on the mod and how lazy the author is.
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# ? Dec 10, 2017 16:57 |
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Fair enough. I figured maybe they'd have to given that they expand the scrappable area. Do you know any in particular that wouldn't?
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# ? Dec 10, 2017 17:13 |
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OwlFancier posted:Fair enough. I've never tried any settlement expansion mods, so I'm not sure which, if any, work well. Ideally a settlement expansion mod should just disable the precombined objects/previs in the cells that include actual build areas, but knowing the Nexus most of them will just disable it globally.
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# ? Dec 10, 2017 18:16 |
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OwlFancier posted:Fair enough. This is a really complicated topic. At the moment I'm still using Scrap Everything and Build High with expanded borders, and that seems to do the job without any performance issues, for most of the settlements. Some settlements have weirdly custom parts that aren't subject to precombination, such as Jamaica Plain's church pews and the bus right next to the workshop. Hangman's Alley is also a pain, since its entire riverside area is mostly unscrappable, even though you'd think it should be (tire piles, trucks, desks and chairs). My setup is fairly stable, but if you're interested in trying something different and reporting back, All Settlements Extended looks promising.
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# ? Dec 10, 2017 19:16 |
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I've got Scrap Everything & All Settlements Extended installed, haven't noticed any slowdown yet. Scrapped practically everything in & around Hangman's alley, made a nice waterfront development with Sim Settlements. ASE really makes some of the settlements alot bigger. Hangman's alley should be renamed to Back Bay Estates.
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# ? Dec 10, 2017 19:29 |
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I currently use both scrap everything and all settlements extended and I admit I haven't had any obvious immediate performance degradation? It also comes with a version that disables the changes to hangman's and bunker hill owing to, i assume, density. It's possible I've only ever used mods that handle it decently and the slowdown is more severe with other ones, I just don't want it to become a thing late in the game.
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# ? Dec 10, 2017 19:54 |
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Does anyone know how exactly the income from buildable settlement stores is supposed to work? I'm trying to figure out but it's extremely inconsistent. Sometimes just Waiting works, sometimes it doesn't. (I'm playing Horizon but afaik that just replaces the caps with another item called Vendor Credits. also my findings so far are consistent with other tests I've seen of this system)
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# ? Dec 10, 2017 21:25 |
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Nevets posted:I've got Scrap Everything & All Settlements Extended installed, haven't noticed any slowdown yet. Scrapped practically everything in & around Hangman's alley, made a nice waterfront development with Sim Settlements. ASE really makes some of the settlements alot bigger. Hangman's alley should be renamed to Back Bay Estates. Could you share a screenshot of your Hangman's Alley exterior near the bridge going north, and the north entrance to the Alley?
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# ? Dec 10, 2017 21:37 |
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Not everything is done yet. I'm using the original alley for farming & industrial plots, and the waterfront for housing / rec / commercial. Here are the original & new borders with ASE: I haven't tried to build on the rooftops yet, but probably will expand there when I need more space for farms, etc.
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# ? Dec 11, 2017 02:09 |
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Terrorforge posted:Does anyone know how exactly the income from buildable settlement stores is supposed to work? I'm trying to figure out but it's extremely inconsistent. Sometimes just Waiting works, sometimes it doesn't. It ends up in your workbench occasionally, but :bethsoft: so it's anyone's guess as to how it works on the backend. I will say sim settlements is much better about it.
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# ? Dec 11, 2017 02:33 |
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Nevets posted:Not everything is done yet. I'm using the original alley for farming & industrial plots, and the waterfront for housing / rec / commercial. Holy poo poo, Architect will finally let me turn Hangman's Alley into an honest-to-god settlement. Even with ASE I couldn't figure out a way to make it work.
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# ? Dec 11, 2017 07:11 |
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# ? May 12, 2024 12:04 |
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toasterwarrior posted:Holy poo poo, Architect will finally let me turn Hangman's Alley into an honest-to-god settlement. Even with ASE I couldn't figure out a way to make it work. I'm pretty happy with my old Hangman's Alley. From the main Fallout 4 thread. 7c Nickel posted:Settlements are fun. I started out with the Red Rocket but I found that it was a little too far from the action. The key is building vertically. And here's a shot of the bar using goon Amstrad's Convenient Stores mod. And the Doctor. 7c Nickel fucked around with this message at 09:38 on Dec 11, 2017 |
# ? Dec 11, 2017 09:30 |